Alright this came up in our last game and we need a little clairification:
We are using the Adanced Wormhole dynamics and all of the optional rules (in general and wormhole specific). The way I understood the rules with all options active you enter a wormhole you can exit from any other wormhole with the same color and EITHER the same number OR one number higher/lower.

My cousin understood it to say that you could only exit from a wormhole that is the same color AND one number higher/lower than the one you enter. What is the official answer?

You can exit only from Wormholes that have the same number OR one HIGHER than the one you entered.

If you use different colors, then the same color is required IN ADDITION to the correct numbers.

You cannot move from a higher-number wormhole to a lower-number wormhole, you cannot move to a wormhole of a different color, and you cannot move to a wormhole that is more than 1 number above your entry wormhole.

Thus, e.g. if you enter a blue wormhole with the number 4, the you can exit from any wormhole that is also blue AND is numbered EITHER 4 OR 5. You could not choose any differently colored wormhole, no matter what its number is, and you could not pick any wormhole numbered 1, 2, 3 or 6, even if it's blue.

Thanks, and yes we are using the full rules. Other than thinking you could move down a number in addition to up I had it right, core of the question was dose the Advanced WH dynamics replace or add to the Basic WH dynamics.

Why only HIGHER numbers? The rules, as vague as they are, says forward and BACKWORD movement. The diagrams for 'wormhole hacking' & 'complex wormhole linking', on page 33, clearly indicate higher and LOWER number movement. Has this been changed by play testing?
Andorax a little help here.

“Those who say it can't be done are usually interrupted by others doing it.”

Ooops, my mistake. A minute ago, I noticed the faint shady backward-pointing arrows unterneath the bright green arrows on page 33 for the first time. It's quite confusing, as the travel in both directions is indicated with a double-ended bright arrow between wormholes with matching numbers (e.g. on the left-hand diagram on page 33), so I never noticed that what I took for a shadow was also an arrow, pointing backwards.

Okay, I got it wrong all the time in my games. Travelling from a number to a number that is one less seems to be possible.

also, you don't have to exit the wormhole that is one number away from your entry wormhole. you could link wormholes together. so if you enter a blue wormhole with number 4 you can travel through a blue number 5 and exit a blue number 6.

also, you don't have to exit the wormhole that is one number away from your entry wormhole. you could link wormholes together. so if you enter a blue wormhole with number 4 you can travel through a blue number 5 and exit a blue number 6.

Actually we kicked that idea around ourselves (since we found nothing concrete in the rulebook) but in the end we decided against it. We are thinking about a multi-board seige/assualt type game/campaign where one player sets up on a number of boards while the other has to assault through them. If we used that method with the way we plan to set up the map a player could move from the single wormhole on board one to any of the other boards. (All boards are in seperate rooms and you can only enter rooms where you currently have ships so large parts of the game is blind to the assaulting player)

We are thinking about a multi-board seige/assualt type game/campaign where one player sets up on a number of boards while the other has to assault through them. If we used that method with the way we plan to set up the map a player could move from the single wormhole on board one to any of the other boards. (All boards are in seperate rooms and you can only enter rooms where you currently have ships so large parts of the game is blind to the assaulting player)

Richard

That sounds really fun. I might have to try that. My friends house has 4 rooms we could use like that. of course we couldn't use his projector in 3 of those rooms

Several stores for hobby, art and office stuff sell large sheets of cardboard with what's basically empty space on it (midnight blue to black, with star-dots in different sizes and the occasional nebula). Place two of them next to each other, and you get a large gaming area (which can easily be stored). They don't cost a fortune and may be exactly the option for such big events, provided you have a flat surface where you can place them (i.e. dining table, floor, ping-pong table, bed...).

Well I keep saying I am going to print out the uncharted space game mat but every time I sit at the computer and consider the ink usage I shudder and get all woos-ified so far we have been playing on my kitchen bar (6' by 4' and a dark grey ganite color) which works fine. We are still a ways from being ready to play such a massive game though as both fleets need to be beefed up. The plan so far is the initial board being there then having one on my bed (using a sheet of plywood), my dinning room table, and the coffee tables in both the den and living rooms.

Each map will have two to three wormholes so there are multiple ways to get around (so he cannot just put everything on the last board and wait for me to emerge from a gate) and to have some sort of objective that the assaulting player (and possibly the defender) must meet. We where considering using the space station as the objective but do not know if it will be out by the time we have our fleets ready.

To ensure that all boards are used you should set up an objective in each board. something like
board 1: destroy 50 points worth of ships
board 2: destroy battlecruiser-03
board 3: pick up a shuttle (indestructible)
board 4: Destroy all ADP

Well we are almost ready to play this monster game, I am going to try and bash a space station from things I have laying around. Exact specifics are still sketchy but general idea is the defending player is trying to refit an abandoned (non functional) space station to serve as a moving base of operations. He can place the station on any board he wants, he also recives 150 pts for in sector defences per board. Asaulting player recives 400 pts for ships while defender recives 200 for mobile defence. The assaulting player has an additional 150 points for reserve forces that he can call in during any fight, but his total ships in any one sector cannot exceed 400 (no limits for defender)

We are also kicking around an idea about minor objectives but since the attacking player is fighting largly blind cannot see how we will do it yet. We don't want it tied to various sectors, the object is for the attacker to find the station before he can actually do anything about it, while the defender only has to whitle away the attacks bit by bit (once the attacker reaches the station the defending player can call on his ships from neiboring sectors as reenforcements)

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